Difference between revisions of "Prop thumper"

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(Add OnThumped output, not sure why this was missed,)
 
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{{wrongtitle|title=prop_thumper}}
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[[{{ns:6}}:AntlionThumper.jpg|thumb|300px|The Thumper in Half-Life 2.]]
==Entity Description==
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{{hl2 point|prop_thumper}}  
An antlion repellant
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==Entity description==
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An animated prop consisting of a cylinder that pounds the ground, to ward off [[antlion]]s.
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{{Note|This prop includes all the sounds and dust effects, no additional entities are needed.}}
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==Keyvalues==
 
==Keyvalues==
* {{kv targetname}}
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{{KV Targetname}}
* {{kv angles}}
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* '''model'''
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{{KV Angles}}
: <studio> World model - Suggested model: models/props_combine/CombineThumper002.mdl
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* '''dustscale'''
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{{KV|World model|studio|Select the model for the thumper. (Suggested model: models/props_combine/CombineThumper002.mdl)}}
: <integer> Dust Scale - can be any unsigned integer
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:{|
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{{KV|Dust Scale|choices|Size of the dust.}}
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:{| class=standard-table
 
! Literal Value || Description
 
! Literal Value || Description
 
|-
 
|-
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| 256 || Large Thumper
 
| 256 || Large Thumper
 
|}
 
|}
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==Inputs==
 
==Inputs==
* {{i targetname}}
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{{I Targetname}}
* '''Enable'''
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: Enable Thumper
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{{IO|Enable|Enable Thumper.|}}
* '''Disable'''
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: Disable Thumper
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{{IO|Disable|Disable Thumper.|}}
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==Outputs==
 
==Outputs==
* {{o targetname}}
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{{O Targetname}}
==See Also==
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{{IO|OnThumped|Fired whenever the hammer hits the ground and triggers the effects.}}
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==See also==
 
* [[npc_antlion]]
 
* [[npc_antlion]]
[[Category:Entities]]
 

Latest revision as of 10:54, 27 August 2018

The Thumper in Half-Life 2.

<Half-Life 2> prop_thumper is a point entity available in the Half-Life 2 series.

Entity description

An animated prop consisting of a cylinder that pounds the ground, to ward off antlions.

Note:This prop includes all the sounds and dust effects, no additional entities are needed.

Keyvalues

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.


Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
World model <model path>
Select the model for the thumper. (Suggested model: models/props_combine/CombineThumper002.mdl)
Dust Scale <choices>
Size of the dust.
Literal Value Description
128 Small Thumper
256 Large Thumper

Inputs

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles.
Enable
Enable Thumper.
Disable
Disable Thumper.


Outputs

Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.
OnThumped
Fired whenever the hammer hits the ground and triggers the effects.

See also